Unity3D includes a component architecture paradigm. This allows us to attach code as classes that derive from MonoBehaviour to our GameObjects and treat them as script components. With Unity3D GameObjects can communicate with scripts via SendMessage by just addressing the name of particular methods. We can also get the reference to the script with GetComponent.… Leer más

Jasmine and Sinon are two JavaScript testing frameworks, while the first offers a clear syntax and a great collection of matchers the latter excels when faking xhr operations. In this article I will explain the setup needed to make use of these libraries to test our ExtJS 4 applications. First download Jasmine, I’m using the… Leer más

State machines are meant to have a predefined flow upon already known transitions, that’s why we label them as deterministic. Sometimes we may stumble upon a special state that is going to be a possible state change target for every state, these can be named as global or blip states. For example, let’s think about… Leer más

Hierarchical state machines are used to organize states within states. So basically we have a state machine that will have other state machines inside states. For example let’s think of a soccer game. We can define clearly two sets of behaviours for soccer players: attacking and defending. Since these behaviours can be very complex it… Leer más